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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
How do you mean "another character"?
If you mean make a character with M3 and use that morph on M4, then.. it can't be done. If youm ean make a character for M4 and use it on another M4, then.. why? You already have the character...
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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
There's an M4 with a good face but a seriously messed up body (too many dials spun). The desire is to import that good face, as a morph, to a new M4.
I tried exporting as object then loading as a morph target, but on the new M4:
If the head is selected and then load the obj as morph target, poser shows an error for incorrect # of vertices.
If the body is selected and then load the obj as morph target, poser crashes.
If you just want the head morph, export the head only as an obj, with "As Morph Target..." as the only export option. If you want a full body morph (FBM), use svdl's free "SpawnCharacterP6 update", it will consolidate all expressed morphs into one morph for each body part and write INJ/REM files for the morph.
This is how I do it.
Make sure all dials are the way you want them.
Use the free Spawn FBM script (available on this site) to consolidate all those dials into one Full Body Morph. All the dials except the new FBM will be zeroed. Or you can use the Generate Full Body Morph menu command in Poser. But with the free script you can limit the new morph dial to Body and certain parts, rather than Body and every part with Poser's command.
(Note) the new FBM will include the head morph if those aren't zeroed beforehand, though the free script has a checkbox allowing you to exclude expressions (not face-shaping morphs).
If all you want is a single dial instead of a bunch of changed dials in the current figure, you can stop here. But you won't be able to use this FBM in another figure.
This is a very tedious process to do one morph at a time, and besides, Poser doesn't let you delete Full Body morphs manually, only partial body morphs. There are several free scripts that let you delete morphs en masse, including Body ones. I prefer the one in Pocketknife (not free) because with one click you can select all morphs to delete and then UNselect your desired FBM plus a PBMCC channel.
When the only morphs remaining are your FBM and the PBMCC channel, make sure the FBM is set to 1. Then use the Spawn Char script (free on this site, referred to above as P6-something) to generate an injection pose. It will also create a Remove pose (but no thumbnails). Name the injection, and specify the channel. There should only be the one channel available in the drop-down box. Choose the location to save the pose (it must be somewhere in the Pose folder or its subfolders). Choose "Set FBM to 1" since this is a full body morph and you don't want every body part set individually to 1. Now click GENERATE (not OK, which is more intuitive but will just close the window without doing anything).
Let it churn away, it will take a few moments, then if successful you'll get a DONE message. Now you've got a pretty much useless figure with only one morph in your scene, but your Injection pose is saved to the computer.
Now you can load another figure (of the same type, not a different generation) and inject your new FBM like a pose. It creates a morph dial in the Body and all affected parts.
The reason why we deleted all but the new FBM and one PBMCC channel before was so that the injection pose will not overwrite any other dials that may be set in the receiving figure. All it's doing is injecting the FBM into Channel 50 or whatever. If you didn't delete the other morphs, every dial in the receiving figure would be set to zero or whatever the first figure was set at. You may not want that. Simpler the better, I say. Just inject the new FBM, nothing else.
In this way you can have a single figure with as many different character dials as you want. This is how V4 has all those body shapes installed (Amazon, Voluptuous, etc.) Just keep the PBMCC channels straight, write them down so you don't wipe them out with a new injection. If you don't want an FBM any more in that figure, use the REM pose to get rid of it. You can always use the INJ pose to put it back.
Now, if somebody could just write a script to do all this automatically!
I've always exported the head from my morphed figure as an OBJ file, and then loaded it onto the new figure's head as a morph target. Just a thought--are you sure that nothing but the head is being exported? I've accidentally tacked the ground, a clothing item, or a prop onto my export more times than I can count. Always fun when I'm freaking out because my morph target won't load, only to realize that I accidentally added three extra objects into my "morph target" :blushing:
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It's strange that Poser includes the Ground by default; you have to de-select it. That's how it works, too, in the Subset dialog boxes elsewhere.
Why on earth would anyone want to export the Ground (a grid of lines at ground level) along with their OBJ? But that's the default.
Sometimes I wonder if someone who actually uses Poser picked some of the defaults in the program. Such as the Rotate tool being the default tool when you launch, instead of the much more commonly used Translate tool, which was the default until P8. Or the way-too-skinny scroll bars that are a challenge even with high-resolution mice.
If all you want is to save the Dial spins on the head, you could save a face file. They're mostly used for expressions but will actually save any dieal present on the head.
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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
Good tip on the face file.
I'm certain only the head is selected on export. And now I'm running into the same problem trying to import a head obj (with morphs) from Argile 2 (trying out creating morphs there) to a poser figure as morphs.
So the face save won't work there. How the heck do I import a morphed head as a morph?
Ok, from Argile (or I suppose any other external program where one would create morphs):
In Poser:
Going to try it now with the M4 characters.
BTW, so far I find Argile a lot easier to use and to create the changes to a body/head I intend as compared to Blacksmith 3D.
Why are you exporting to obj files to begin with? These are dial-spun morphs, right, and just for your own use? Why don't you just save a pose file? When you're asked to pick what you're saving, deselect everything, then just reselect the head. Or am I missing something?
Pose library > Add to Library > Select Subset
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
#1 - because I didn't realize I could do that.
#2 - it's also for importing morphs from external programs - export the head, create the morphs, import as a morph object.
One question on saving poses - if I save only the head/face pose (select only the head), will it only apply to the head or will the pose also make the remainder of the body revert to default?
This particular method wouldn't give you a morph dial. It just automatically sets the existing dials to what you've set.
Sorry, I forgot to tell you that when saving, you need to select "Morph Channels" on the "additional information you want to save in this pose" box. You'll also need your morphs loaded into your figure obviously (e.g. Morphs++ ).
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
A big thing here is to have IK off. To have body pose set to default T. To have hip and body set to zero. To have expression set to default. To have all body scaling morphs returned to default (head size, neck length, chest size, etc) These will get you a vertice error ..
When you export, click on Universe (deselect all), then click on head.. Export options should either be none or just "include existing groups in polygon groups". Save it somewhere. Close or,,,
Load a NEW figure or new file. Select NEW figure Head... Go to Object > LOAD MORPH TARGET
Click on grey box and find your saved Head. Name it. Do not check "correct vertice order" click OK
Nothing happens! At the very bottom of the head parameter under MORPH,,, you will find your name. Set this to 1.00 or,,, less 0.500 for effects or blending heads...etc Save this figure to CR2 library..
This works for me on a simple head. *This still may not work on your pc
Quote - Export options should either be none or just "include existing groups in polygon groups"
You need to click "Save As MorphTarget" as well. Indeed, it is the whole reason for this method.
You don't even need to click "Existing groups" as long as you have the head (or other target part) selected when you import the morph target. "Include existing groups" merely tells Poser where to put the morph if you select a random body part or the whole body instead of the part you are working on.
By the way, if your head morphs make any changes to the neck, be sure to include Neck when you export (or save as a dialed pose).
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*You need to click "Save As MorphTarget" as well. Indeed, it is the whole reason for this method.
You don't even need to click "Existing groups" as long as you have the head (or other target part) selected when you import the morph target. "Include existing groups" merely tells Poser where to put the morph if you select a random body part or the whole body instead of the part you are working on.
By the way, if your head morphs make any changes to the neck, be sure to include Neck when you export (or save as a dialed pose).*
Your technique draws an incompatible vertice error on my pc. You'll soon find out that your best efforts don't always work for other people.
It's not my technique, it's Smith-Micro's. I'm merely following directions. Not sure why it doesn't work for you, or how you export a morphed shape as an OBJ without clicking Save As Morph Target.
As for including groups, there is certainly no harm in doing it. For me, it's unnecessary if all I'm doing is exporting one morphed body part because I just select that part of the body when I load the morph target. For a full body morph or several body parts, groups should definitely be included so Poser can sort out what goes where when the morph targets are loaded.
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I want to dial a character in poser, then save the face or body to import as a morph for another character.
How is this done?